Here you go. I didn't test them both in max yet but they should work in theory. They're 3DS files so anything will probably read them. It WILL take a while to load up though, since all the objects are split, so just be patient and make sure you got enough RAM.

So I have a Question Has anyone tried to get the Sonic Generations 3DS version files yet? I have started to try to get in to the .bin files contained in the .3DS Rom using 3DSExplorer but keep getting asked For a Key I am still working on finding the key, hopefully I can find it, but check it out so far

but I am hopeful that the 3DS might use the same actual system files as the others once I am able to open the .bin files

He won't. I was going to reply yesterday, but I couldn't do it without insulting him.

3DS rom dumps have not been decrypted. You won't find the data for any 3DS game out there.

So its almost been a full year since the japanese release (Feburary 26th, March 25th EU and March 27th US) and nobody has made progress on 3DS hacking? Usually by now I would've heard about some minor hacking done.

Maybe Nintendo is right in saying they nailed a way to defeat hackers and pirates. Or at least found a way to stall them longer then usual.

He won't. I was going to reply yesterday, but I couldn't do it without insulting him.

No need to be mean, he's just asking if it was somehow possible. He's been doing lots of rips of the PC version of resources for SonicGLvl and was wondering if the 3DS version had anything else that might be interesting.

Also, some interesting tidbit, <ObjectPhysics> nodes aren't hardcoded luckily(the ones which manage stuff like breakable boxes/pots/etc.). There's an xml in #SystemCommon.ar.00 called ObjectProduction. It holds the definitions of HP, damage, weight type, model files, rigid body containers of every single breakable object in the game. For them to be working and loaded, the Unleashed ones just need a fixed path(just a matter of replace all), replaced categories(Categories are the level slots for generations, while in Unleashed they're Mykonos, China, etc.), and well, hkx need to be recreated as well. It also needs an entry on the StageObject.sto.xml of the stages.

I've tried porting a plant pot and it kinda worked, but I needed to rotate it for some weird reason 90 degrees, even if the original object data is from Unleashed. So yay for more engine incosistencies. Plus, the ceramic material doesn't work so it was all black.

Fuck yeah, that's an awesome way to integrate Classic Sonic into Unleashed.

imo, if SEGA did something like this for the Night stages instead of the Werehog, there wouldn't be that much complaining. I mean, it's pretty easy to say that instead of turning Sonic into a werehog every night, Eggman's plan to unleash Dark Gaia instead nerfed his speed at night. He couldn't boost, he couldn't use the homing attack, and he couldn't go as fast as he can in the daytime, but he can still go plenty fast. None of this beat-em-up crap, just give him a speed cap similar to Sonic 1 and throw him in stages with puzzles and platforming.

EDIT: Also, fuck yeah, new title card.

This post has been edited by Chris Highwind: 20 February 2012 - 01:38 PM

Well.... Homing attack was a way to navigate in 3D space in Adventure, but was just abused in later games. Plus, the spindash is unusable at this point in time, so...
Believe me, simply jumping on enemies in 3D space is kind of a chore. If you don't want to homing attack enemies, don't, but it's there to make your life easier. (And don't worry, I shortened the range quite a bit; just trying to see if I can increase his travel time for the jump dash...)

Chris Highwind, on 20 February 2012 - 01:37 PM, said:

EDIT: Also, fuck yeah, new title card.

*takes a bow*

EDIT: Late to the party but...

sonicblur, on 19 February 2012 - 12:52 PM, said:

Lobotomy, on 18 February 2012 - 10:18 PM, said:

Ooh, this was unexpected! I hope you can figure out the key issue.

He won't. I was going to reply yesterday, but I couldn't do it without insulting him.

3DS rom dumps have not been decrypted. You won't find the data for any 3DS game out there.

Well, what you JUST said wasn't insulting, so why couldn't you just say that? You don't always have to be a dick to somebody to get your point across...

He won't. I was going to reply yesterday, but I couldn't do it without insulting him.

3DS rom dumps have not been decrypted. You won't find the data for any 3DS game out there.

Well, what you JUST said wasn't insulting, so why couldn't you just say that? You don't always have to be a dick to somebody to get your point across...

You're probably right, but it would be nice if he would at least read the documentation on the tool he's using.
Here is a more technical answer posted by the author of the tool:http://3dbrew.org/wi...g_Data_Files.3F

A pressing problem we have is that the spindash, when used in 3D, crashes the game. Why is this? It's because the spindash is looking for a 2D plane, but said 2D plane doesn't exist. Therefore the game crashes. One would think simply entering a 2D area and then exiting would remedy the situation (because you actually can go into a 2D plane and then exit, then spindash in 3D), but the spindash sadly propels itself in the direction of the last 2D plane loaded into memory (IIRC). So, 3D spindashing is almost useless, and Classic's only forms of attack are those granted to him through the use of shields or skills, or simply jumping onto enemies but that can prove to be very awkward in 3D.

So, the challenge I propose to you tech members who know anything about assembly language (and can possibly pick up x86 assembly syntax), is to use a program to disassemble the Sonic Generations executable (such as IDA pro, for example), and find out what controls the check for a 2D plane for Sonic, and change that to checking for the direction Sonic is facing, similar to how the jump dash and fire shield are handled.

I realize this will be a daunting task and it may (rather, WILL) take a long time to actually happen, if it ever will. However, I have faith in the tech members of Retro, and I hope many of you can realize that a working 3D spindash will benefit the project DarioFF, TwilightZoney, and myself, are developing, as well as many future modifications in the future. And hey, who knows, maybe disassembling the executable and doing some tweaks will prove to reveal more about the game's inner workings and allow more customization! Certainly this would be a great thing, now wouldn't it?

I hope you guys will at least take my proposal into consideration. Thanks.

...*ahem* as far as how the project's coming along, collision wise I'm roughly 25% of the way there. :S